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#1

Gravity Manipulation

Archive: 40 posts


This is how to make a gravity manipulating block for your levels. Be sure to follow the directions directly. Also make sure to use the grid, and stay in pause mode, as it makes this easier.

1. Make a block on the front layer.

http://i301.photobucket.com/albums/nn65/warlord_evil/GM1.jpg


2. Make sure the block isn't connected or glued to anything.

3. Make a piece of dark matter 8 small grid spaces or so below the block on the middle layer.

http://i301.photobucket.com/albums/nn65/warlord_evil/GM2.jpg


4. Attach a rod from that dark matter to the block.

http://i301.photobucket.com/albums/nn65/warlord_evil/GM3.jpg


5. Set the rod to stiff, don't change the length.

6. Make another piece of dark matter in the same area, but on the front layer.

http://i301.photobucket.com/albums/nn65/warlord_evil/GM4.jpg


7. Attach a rod from the front piece of dark matter to the block, do not stiffen.

http://i301.photobucket.com/albums/nn65/warlord_evil/GM5.jpg


8. The length of that rod will affect the platforms gravity, 0=No jumping 60=Low gravity.

There you go!

EDIT: I forgot to mention, placing the rods and dark matter on the side of a block will cause you to be pushed sideways.
2009-09-20 20:30:00

Author:
warlord_evil
Posts: 4193


Has anyone found a way to really increase the height of the jump beyond the jump pads used in Crisofilax's level?2009-09-20 20:39:00

Author:
comphermc
Posts: 5338


Has anyone found a way to really increase the height of the jump beyond the jump pads used in Crisofilax's level?

I don't know, I wonder if the distance of the rods will change anything. I once tried adding more than one rod, but that didn't work. I should experiment more. I wonder if a piston going up and down will affect the platforms...or elastic.

EDIT: I tried it with a piston! It works!, on one side of the block, I placed a sensor switch on direction, when I jumped in the area with the switch, I jumped normally, when I wasn't in it, I could barely jump.
2009-09-20 20:43:00

Author:
warlord_evil
Posts: 4193


So you've found a way to turn them on and off? Very interesting!

I was referring to a different inquiry though: is it possible to make sackboy jump even higher, or is there an upper limit?
2009-09-20 21:27:00

Author:
comphermc
Posts: 5338


So you've found a way to turn them on and off? Very interesting!

I was referring to a different inquiry though: is it possible to make sackboy jump even higher, or is there an upper limit?

Once you set the rod length to 100, it doesn't seem to affect anything after that, and the rod usually breaks after the length of 110. I'll try experimenting with things right now.
EDIT: I forgot, the rod might not break so soon if the dark matter is further away.
EDIT: There doesn't seem to be a way to make you jump any higher, but in my level, tap grabbing the low-gravity platform would launch you about 12 feet in the air. (Sackboy is about 2 and a half inches tall.)
EDITImage removed.) This does some pretty weird stuff to some objects...
2009-09-20 21:34:00

Author:
warlord_evil
Posts: 4193


Brilliant! I tried this yesterday, but I didn't follow your exact instructions and I probably should have used the grid, because besides jumping higher, when standing on the platform my sackboy kept walking to the left (probably just like attaching it to the sides). Might be useful in a cutscene. Or sack machinima: it allows you to use both arms while walking.

I want to try rotating the entire thing tonight, to see if I can get him to walk up a wall. Has anyone done a superhero level with this tech yet?
2009-09-24 12:12:00

Author:
Rogar
Posts: 2284


Hmm, I'm having problems with this. I'm doing EXACTLY what you said, and it really increases jump height....

... but for some bizarre reason, sackboy keeps walking RIGHT on the platform when left alone.

I really don't understand. I won some similar objects as prizes from a level, took them apart and they do the exact same thing as your tutorial suggested, except those ones work and don't cause the "walking right" effect.

What am I doing wrong? This is messing up a level I'm making.
2009-09-24 17:36:00

Author:
Unknown User


I so want to try this, sounds epic2009-09-24 17:51:00

Author:
springs86
Posts: 785


please warlord_evil can upload photos step by step2009-09-24 19:20:00

Author:
manixbmw
Posts: 25


Brilliant! I tried this yesterday, but I didn't follow your exact instructions and I probably should have used the grid, because besides jumping higher, when standing on the platform my sackboy kept walking to the left (probably just like attaching it to the sides). Might be useful in a cutscene. Or sack machinima: it allows you to use both arms while walking.

I want to try rotating the entire thing tonight, to see if I can get him to walk up a wall. Has anyone done a superhero level with this tech yet?


Hmm, I'm having problems with this. I'm doing EXACTLY what you said, and it really increases jump height....

... but for some bizarre reason, sackboy keeps walking RIGHT on the platform when left alone.

I really don't understand. I won some similar objects as prizes from a level, took them apart and they do the exact same thing as your tutorial suggested, except those ones work and don't cause the "walking right" effect.

What am I doing wrong? This is messing up a level I'm making.

You need to make sure that the dark matter you connect to the platform is in the center area, below the platform, placing uncentered dark matter will cause you to slide.


please warlord_evil can upload photos step by step

I suppose I could add photos...
2009-09-24 21:36:00

Author:
warlord_evil
Posts: 4193


thanks2009-09-24 22:30:00

Author:
manixbmw
Posts: 25


Ah, I see.

Anyway, I tested if the sidewalking platform made it possible to climb steeper walls, but turns out it becomes unclimable at the same angle as a regular piece of material. So no spiderman abilities for sackboy.
2009-09-24 23:20:00

Author:
Rogar
Posts: 2284


do you think this would work with creatures? if it does you could make a creature follow you, then jump a huge gap2009-09-25 10:55:00

Author:
lifeiscrapislife
Posts: 396


I'm not sure what you mean. You can already tweak creatures to jump a huge gap. And attaching dark matter to a creature will immobilize them, so that won't work either.2009-09-25 11:19:00

Author:
Rogar
Posts: 2284


It does work with creatures, I think, when a creature is on a low-grav block, it will jump higher than normal. I reattempted this though, and the creature wouldn't jump at all, on or off the block. Maybe someone else could try it?2009-09-25 13:07:00

Author:
warlord_evil
Posts: 4193


I made that and my sackboy started walking to the left alone.2009-10-01 05:51:00

Author:
newjonh
Posts: 2


Oh, the platform that pulls you through when grabbed: turn it sideways and you can jump or walk through it, no grabbing required. You have to make it a thin wall though, or you fall to the bottom of the wall and get squished.2009-10-09 15:16:00

Author:
Rogar
Posts: 2284


How this works:

Its actually really simple, its a glitch in the physics engine of LBP, basically what your doing is "stressing" the block the two rods are attached to.

On a minute scale its vibrating very fast, so what happens is similar to the effect on some levels when you have a block moving up and down, and upon jumping off of it your sackperson jumps way higher than normal. But because the vibration is happening so fast and over such a short distance the game doesn't render it visually.

However, you see the effect upon jumping, your sackperson gets launched upwards, and if you hold him still you seem him stumble slightly when the vibration gives out under him, and he slides left/right.

To the people that aren't really getting this glitch, your attaching 2 rods to the top and bottom of a block, your ground, whatever. both rods set to stiff, then after made stretch out or shrink the top rod, cause the block to stress and cause this glitch.
2009-10-11 03:20:00

Author:
lionhart180
Posts: 200


I had the piston idea too! I'm not saying you stole it, or that I stole it, we just think alike. I used a Switch, and when you pulled the switch one way you jumped higher, and when you pulled it the the other you jumped normal. (To make it so you don't get dragged to the left or right, make sure the rods are attached to the exact center of the block.2009-10-15 02:56:00

Author:
srgt_poptart
Posts: 425


this sounds pretty good thanks i will check it out later2009-10-22 13:29:00

Author:
lbpholic
Posts: 1304


If you are making a outer space level, this glitch would really help with the "gravity" of the planet.2009-10-24 06:58:00

Author:
srgt_poptart
Posts: 425


Speaking of gravity manipulation, where is the tool that Mm said they were going to create?2009-10-31 16:17:00

Author:
FlipMeister
Posts: 631


Speaking of gravity manipulation, where is the tool that Mm said they were going to create?
Did Media Molecule ever say that? Do you have a source? I've never heard official word of a "Gravity Tool", but it would be fantastic if it was in the works.
2009-10-31 16:28:00

Author:
BSprague
Posts: 2325


thanks this is really useful am using this trick in an upcoming level of mine2009-11-02 11:12:00

Author:
lbpholic
Posts: 1304


LBP 2 has, well at lest i think it has a gravity option in the global control settings,



Originally Posted by SirAsphalt90
Speaking of gravity manipulation, where is the tool that Mm said they were going to create?
Did Media Molecule ever say that? Do you have a source? I've never heard official word of a "Gravity Tool", but it
^new user, how do quotes work?

this could be it, check some screen shots, I think theres a image of that in there (its on the bottom of one of the screen shots) not sure what one though

Edit: sorry bout that, in my 1st week using the forums
Edit 2: I built one of these, it worked perfectly, thanks and, do you mind if I make a level on how to make, I'll give you credit ect.
2010-06-05 10:17:00

Author:
huntedstorm
Posts: 488


LBP 2 has, well at lest i think it has a gravity option in the global control settings,


^new user, how do quotes work?

this could be it, check some screen shots, I think theres a image of that in there (its on the bottom of one of the screen shots) not sure what one though
This thread is old, and that post was made long before anything was known about LBP2. Keep an eye out for post dates above each post on the left corner.
2010-06-05 23:38:00

Author:
warlord_evil
Posts: 4193


Update! As I saw, someone requested to put up pictures, which I never did.
Well, they're there now!
2010-06-25 05:38:00

Author:
warlord_evil
Posts: 4193


I saw that a couple people posted about using pistons, perchance I'd peep the particulars? I'm trying to assemble a steampunk rendition of a particular moment in history, and would like there to be gravity assistance platforms that operate by switch. I've made the regular gravity platforms, and had no problem. I then took one and replaced the front rod with a piston, with the same settings, hooked that up to a three way set to direction, no change in jump from regular floor. so I figured that the difference in strengths from piston and rod was causing the platform not to react. I switched the back rod for a piston with min and max length matched. Still no change, I've played with the strengths of both rods, as well as the lengths. What do I need to do?

edit: sorry, it was a two way set to direction onto a set reset for direction. probably unnecessary but, I just was trying to get it to work.
2010-07-13 17:43:00

Author:
MobiusDT
Posts: 89


I know an easier way go to youtube and look at luisbravo1's vid2010-08-13 17:04:00

Author:
The age of LOLZ
Posts: 229


Oh, I got a tip for people intending to make heavy use of this glitch. If you have a floor rigged for high jumping and you want to glue an object on it (off center), you disturb the balance, causing sackpeople to move sideways. But if you glue a copy of the object on the bottom of the floor (out of sight), in a mirror position (eg. on top it's on the left edge, so on the bottom it should be at the right edge), the entire thing becomes rotationally symmetric again, and the sideways movement is gone. 2010-08-22 17:49:00

Author:
Rogar
Posts: 2284


Is there a way to make them go on and off with a rhythm? So it pulls you for 5 seconds then it doesn't for 5, then it does for 5, then it doesn't.2010-11-19 18:17:00

Author:
mutant_red_peas
Posts: 516


Is there a way to make them go on and off with a rhythm? So it pulls you for 5 seconds then it doesn't for 5, then it does for 5, then it doesn't.

Yes, there actually is, try using a piston instead of a rod for the second rod, and have it moving up and down. If you want a more Instantaneous change, you could have it pause at the shortest length, giving it normal gravity, then shoot to the top all at once.
2010-11-20 01:44:00

Author:
nitewalker11
Posts: 222


is this a glitch, or can this be done by any other means?2010-11-21 16:10:00

Author:
FEAR
Posts: 337


is this a glitch, or can this be done by any other means?
It is a glitch and no other ways are known of doing it.

LBP2 does however, give creators the ability to tweak gravity normally.
2010-11-21 20:21:00

Author:
warlord_evil
Posts: 4193


I'm gonna try the piston thing, it sounds like a nice thing 2010-11-23 07:26:00

Author:
mutant_red_peas
Posts: 516


Hmmmm Good Tutorial , but what that will change? The Gravity Direction or what?2010-11-24 23:54:00

Author:
mixinghoney
Posts: 21


No, you either jump higher or lower, depending on the settings.2010-11-25 12:56:00

Author:
Rogar
Posts: 2284


That is a long way; get a friend to detach you from the sponge...

You can do flips!
2010-12-01 10:33:00

Author:
Unknown User


That is a long way; get a friend to detach you from the sponge...

You can do flips!
This glitch makes it accessible to those playing in play mode, not create mode. Thanks for the tip though.

2010-12-01 22:45:00

Author:
warlord_evil
Posts: 4193


Great idea!I tried it and it was cool! 2010-12-03 04:53:00

Author:
robotixpro
Posts: 354


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